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@hailxsatanxeveryxday said:
Or else.
This was kindly explained to me by a survivor in the endgame chat today.
I just figured I'd pass the message along to the rest of you so that you don't have you put yourselves through the trauma that I put myself through today after the full horror what I'd done dawned on me.
I'm shaking. I'm sweating. I even cried a little. And I know I won't get any sleep tonight. How could God allow this to happen? The humanity.
On the plus side, I know that the next time my controller goes screwy or my connection goes out for five minutes and I spend the first half of the game staring into the wall as a result, the survivors are going to give me a free kill. Because things in this game work both ways.
Right?
99% of dc are against campers and tunnelers. Do you really think this kind of selfish people would let the last surv escape?
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@Starrseed said:
I my opinion the problem with builds like that is the same problem we have right now with every one losing there mind that new dms is to strong on Freddy and artist. That build is a good strong build on blight it becomes oppressive but let's say on trapper or legion it would just be a really good build and it's oke to have good strong builds but if we go and nerv perks and combos just because one or two killers out of 26 are too good with them the rest just loses and we have a bunch of bad killer already that need a good strong build
You can see posts in the ptb feedback complaining about boil over because you can find a sabo squad in a specific spot in a specific map
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2739452#Comment_2739452
Imagine thinking you can tell me how I can or can not earn downs, or what 'rights' I have based on perks.
I'm going to use NoED more, just to tick off angry Survivor mains who think they can tell me how to play. 😘 I hope they come onto these forums to cry harder over 'unfair NoED' and 'Unearned kills' and 'No right! WHAAAA!'
Another powerless person that needs to feel powerful in a video game. Poor soul
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I love my name...
<- kill him, not me
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2736951#Comment_2736951
Being popular also doesn’t mean it’s not overpowered. The reason people like myself say Dead Hard is powerful isn’t because it’s popular, it’s because it combines two effects which both would be decent perks on their own into one mega perk. It allows survivors to lunge forward a decent distance in a pinch, and also to evade attacks. And because hit validation now allows that evasion to work properly that aspect of the perk has become relatively much more impactful with survivors able to force a miss 100% of the time if they have decent reactions.
I did do a poll last month among survivors and of the respondents who regularly use Dead Hard almost all of them said they would still use the perk if it didn’t make you invulnerable simply because that extra distance is so useful. Which should tell you something about how good that effect is and why I think the perk is overpowered when you combine it with forced misses as well. They could literally nerf the invulnerability out completely and it would still be used by a lot of people just for distance.
B&c is so used too, and killers in this forum only use it for the blood points. So devs should remove the aura reading
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2736148#Comment_2736148
Id rather complain about the lack of new and interesting mechanics and features that this game need in order to freshen things up.
New mechanisms? They changed the wiggle mechanism and there are dozens of posts crying because perhaps survs can reduce less than 1 sec. the wiggle time
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@GamerEzra said:
Stop crying about NOED pls, get good...
Yes, let’s complain about dh, coh, bt, ds, boil over, wiggle, or even snowmen
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2735209#Comment_2735209
Yup a smurfer that is mad he got beat by a new player......
Can a surv complaints here about something? Or only killers can cry 24/7?
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@Advorsus said:
NOED isn't a problem, and circle of healing is nothing like it and shouldn't be used as a comparison.
The survivor perk that is like NOED is called adrenaline, and is one of the most used meta perks. You get another free health state, and a free sprint burst, and is a guaranteed activation unless you're currently hooked.
Yet no one calls for this to be nerfed 🤔 strange.
But realistically, neither of these perks are overpowered. They both have the trade off of being perkless for the entire match. NOED however is not a guarantee, is usually broken almost instantly. You might occasionally get a down with it. And once it's gone you can never get it back.
It's a single second chance perks that killers have. However survivors have a multitude of second chance perks, most of which stack, and given them those second chances all throughout the match.
Let's look at a simple meta build.
Unbreakable, soul guard, dead hard, and decisive strike.
You go down to NOED at the end game, they down you and leave you slugged to chase your team. Pretty common scenario right? You pick yourself up with unbreakable, soul guard activates so you have endurance. They hit you, you don't go down, but get a speed burst. They just after you. They finally catch up, go to swing, you dead hard which extends the chase even more. They finally catch you again and down and hook you. Your teammate with bt saves you, they tunnel after you and hit your bt. Then they chase after you again and you dead hard again. They finally down you again just be hit with decisive.
So:
Unbreakable, soul guard, dead hard, bt, dead hard, decisive.
That's 6 second chances that can be used in very quick succession, all throughout the match. And that's not an uncommon build.
Yet you complain constantly about killers getting to insta down at the end of a match.
Makes sense
I don’t see adrenaline in years. Years ago it was used a lot and there were hundred of crying posts about it.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2735209#Comment_2735209
So you have become a seal clubber by being nice... Well, you are staying there by your choice, so don't be surpised you are going to see NOED.
There are two types of killers that use NOED, either really low MMR, because they need, or really high MMR, because they need too, they just get into end-game for different reason.
But the fact is that NOED is just a way to get extra kill, that's all. NOED can also be reason why you got that far in first place, maybe if he had some slow-down perk instead, he might get 4k.
If noed give you extra kill only, what do you think about make keys basekit? It’s only 1 escape
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2735141#Comment_2735141
Funny thing is, that while we have SBMM, you are playing against killers with 100 hours, while you have over 4k and you are losing because of NOED?
Are you sure that is main issue?
If you play against 100 hours killers and it seems normal, then you are either really bad or seal clubber losing on purpose just so you can play against new killers....
And are you sure you want use argument: "it's used a lot". There would be so many nerfs for survivors with this logic...
I’m not bad, but I don’t let fair killers get 0k, so I die a lot
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2735141#Comment_2735141
Well if survivors don´t cleanse totems, then using something like NOED seems to be a logical step for killers.
So you either cleanse all dull totems, use boons to occupy the totem spawn or cleanse NOED once it spawns.
Most of the time the killer will get 1 down before its cleansed anyway. So whats the issue? As you said, killer played with 3 perks during the whole match, for the chance of getting survivors exposed, which is entirely in the survivors hands.
Do you really think with another surv or killer perk if you have 4500 hours you can play against people with 100 hours or less? I play yesterday against a noed killer with 35 hours
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@Gwinty said:
How about we keep it hidden but add the mechanic of Hex: Plaything to it: Survivor can see the aura when within x meters from the boon. Something around 16m should be fine.
NoeD in itself is not a problem but I get the lack of counterplay. Its hidden nature is not part of the problem, Killers deal with hidden nature perks all the time and they do fine.
Noed is a problem itself. I said it many times. Imagine a boon perk that allow survs to move 4% faster and the killer has to hit you 3 times to put you in diying state. This is noed. You only don’t see daily posts about it because this is a killer forum
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@Tsulan said:
Whats broken about NOED?
I have 4500 hours as surv and I play with killers with 100hours and always with noed. Imagine why
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And you can remove the effect of coh when active, and half of the comments are about coh
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2733465#Comment_2733465
Next up; Lightborn!
'We hard how SWFs going for flashlight saves & trying to bully the Killer for 40 minutes can't do that if the Killer brings Lightborn. So now lightborn blinds you FASTER and leaves you blinded LONGER!'
Cue no Killer using it.
'Our statistics show no Killers are using the new Lightborn, so we're making it mandatory.'
Devs can’t help killers because they don’t know what is broken if killers are crying 24/7
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@AngyKiller said:
Ah yes; let's give Survivors functional immunity from a Killer's power near the hook. There's no way this would be abused! 🙃
Agreed. Because bubba doesn’t abuse
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@iThe1One said:
First some context to this whole thing.
Got the game free on Epic, played with a friend who had like ~200 hours before that, I'm a fast learner, I got to Iridescent 2 and him to Iridescent 4, I have meh perks as I'm stuck with the starter survivors so games are usually pretty close.
I also sometimes play as a killer when he's not online. And now here's my issue. For a while killer was fun, I was maining Huntress, chases could take anywhere from 15-30 seconds, the pacing was nice, I'd win some games, I'd lose some, I bought Doctor because fighting vs him felt infuriating...but in a good way, like he was meant to be, constantly making you panic, didn't feel overpowered nor weak.
But then I got to silver rank with killer and game is constantly putting me vs 4 man Iridescent rank players with 2 flashlights and 2 toolboxes, they use said toolboxes to sabotage hooks the moment I grab someone, they body block, they flashlight save, they do EVERYTHING to make sure I can't get a single hook, If I chase someone they go to the most disgusting place on the map to loop me for 1 minute until their teammates finish 3 gens.
NOW finally to my point. I was sick of playing their nasty games so I now I tunnel someone until they do 2 gens, then patrol the 3 closest remaining gens on the map, forcing them to do the furthest one and 3 gening themselves, and since I play Doctor with Distressing + Calm addon, after I whack someone and if they make a small mistake I might chase for a few seconds, then I go in the center of the gens, with my huge terror radius I use Static Blast and where I see a scream I go and whack that generator with Oppression + Overcharge perk.
This leads to games taking 30-60 minutes until they eventual get greedy with the gens or they make a mistake and I catch them. Haven't lost a single game yet this way despite the matchmaking spazzing out with 15 minute queues to find me 4 man premade squads that are all Iridescent 1 with Unbreakable + Borrowed Time + Dead Hard + random perk.
Am I winning all matches? Yes. Is it fun? HELL NO, but if I can't have fun, neither will those survivors.
And what seems to be the cause of this? Gen finishing speed is too fast and loops are too powerful. Gens need to take longer and loops need to be cut shorter, especially pallets, make pallet drop animation faster (buff for survivors) but cut down the walls around them so the loop is harder (buff for killers), so that way survivors drop pallets and run instead of looping you endlessly around the same broken piece of parkour scenery.
1 week ago I didn't understand why killers were complaining, now I see why. Might go back to survivor because despite killer making more BP, 2x the BP is not worth it when matches take 4x longer.
SO you won all the games but gens repair should be slowly because you want to win faster. You are very welcome in this forum
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@just_one_player said:
By pressing the E button, the killer does a dash forward, allowing him to reach the survivor in situations where it would not be possible. Whenever a survivor is able to reach a window or pallet, the killer reaches the survivor using this perk. That's how Dead Hard works, but in reverse. It's the only exhausting perk that doesn't require any management or activation conditions, just pressing a button to prolong a chase. The day DH goes through a nerf like DS or a complete rework like ruin, DbD will have taken a step closer to a fair and more balanced game.
agreed, if devs make noed for survs. At egc you move faster and the killer needs to hit you 3 times to put you in diying state
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@BlighTown said:
I never experienced such a long queue before. I had waited 15 minutes in queue as a survivor but the queue is 2 minutes whenever I play killer.
because you’re a killer main.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2724268#Comment_2724268
So you are happy for killers to get bullied into submission. All 4 survivors amble to go and teabag out the exit gate clicking flashlights sending toxic messages like gg ez get good scrub. Survivors should earn the escape not have it handed to them
No, I don’t like killers get bullied. I want killer to get 2k on average without camping/tunneling/noed. As I said before I never escape against fair killers. These tactics make killers don’t get buffs
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@IlliterateGenocide said:
Of course these could be also down to different factors these are just my top 3 determining factors
- Finding a gen bein worked on and kicking it before trying to get a hit on survivors. (unless POP I guess)
- They Double back way to much
- They fall for a window fake
- They don't try to get hits that are almost guaranteed
I think if we notice the killer is sorta new or having a hard time not to make there time more miserable.
Of course its not ur job to make it more fun for the other side.
2-3 hooks before egc = noed killer 100% of times
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2724260#Comment_2724260
Is that so you survivors can bully the newbie killers into submission. The newbie killers who can't handle toxicity
I never escape against fair killers
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with old mmr killers got easy 4k. With new mmr you play with survs at you skill level. But old killers used to 4k, and they think they deserve it. And you only deserve 2k and sometimes 4k. As survs deserve 2 escapes and sometimes 4 escapes
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2724239#Comment_2724239
It's not to get people feeling sorry for me as I have said twice nmow it's just so the devs are aware that they are losing another player. The more killers who are leaving make a post the more devs might actually do something about there game. Read the comments before commenting
The more old killers abandon this game the better.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2723770#Comment_2723770
You realize that a lot of people have reported survivor que times going up right?
Yes. And probably 99% are killer mains. Sorry, but my surv queue is about 5secs
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@CheesyBabyBoi said:
Is there any particular reason anyone's aware of that the door chargers don't slowly deteriorate if left unattended? That would make things so much nicer, because once any door is at that point where if anyone such as breathes on it enough the door opens, you either have to be close enough to the door to allow literally anyone to just go to the other one and open it, or you have to stand far enough away that even with the hillbilly and his chainsaw sprint (yes i just barely tried this) you can't reach the door in time. It feels unfair in the fact that the survivors have a situation where they can escape at any time, but the timer isn't running down.
Along with the fact that if you open one door, as survivor Or as killer (as i would have thought), the other door is always just... there, I have never found literally any merit whatsoever in opening a door early and triggering EGC, as the other door is always available(except, maybe, if youre just sick of the game and want to concede it). You could just stand there and wait for people to come, or stand off to the side to see if you can sneak a campy kill, or run to the other door to try to catch them in the act, but no matter what you do, if any survivor sees you, you're out of luck, and its game over, whether or not the timer is active.
Does anyone have any little tips or tricks or sneaks, advice, or agrees?
I had a thought to put in the suggestions box, that if any door was over 50%, the timer bar would appear on the killers screen, and would slowly tick down, to a minimum of like 30 seconds, where if the killer triggered the EGC manually, the timer would instantly fall and they would have only 30 seconds (or whatever time was left) to escape or die.
This really is only something that would apply to absolute pro elite epic gamer survivors that dunk on you from day one, and might be used to give too much to killers going against less sweaty people, but at the same time, if you have overwhelming advantage either way, getting to the EGC shouldn't even be a concern. What do you think?
Agreed, if they remove camping at egc
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2723059#Comment_2723059
So you want to somehow remove camping? How do you do that without further tipping the game in the survivors favour, let alone trying to rebalance?
No camping, more espcapes... killers Silvia get buffs. Camping, more than 2 kills... killers will never get buffs
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2723035#Comment_2723035
Think this is a really interesting take, and refreshing to see all relevant points. Mot sure if I fully agree work your core point. Let me explain.
For myself, I quite enjoy camping now. I only started doing it because of how survivor sided the game become. But the reason I enjoy it is because I enjoy getting kills in the game. I don't enjoy constantly being looped, getting zero kills, and being teabagged. Therefore currently camping gives me the most fun playing killer.
Would I stop camping, if for example chasing was nerfed. Or the killer experience was re balanced. 100% of course.
All things being equal camping is not the most fun way to play killer. But things are not equal, and currently I believe it is. Kills = fun.
Survs used infinites because they were efficient. The solution wasn’t improve surv so they don’t need them, was removing it. The same should devs do with camping
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Candles, saints images and pray a lot
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2720469#Comment_2720469
1. I'm not trying to paint you in any light. I'm asking questions and pointing out what I see as flaws in your methodology.
2. Good to know on swf. Considering how often people claim they faced one, it is important to verify.
3. The reason I kept bringing up facecamping specifically, is because that's what the OP claimed to be testing. That's why the idea of you walking away from a survivor didn't make any sense to me, that would, in my eyes, invalidate the round. To be fair that's because I tend to favor pristine test/data sets for any sort of long term study.
4. That does directly show just how much transparency these "studies" have. It took 10 pages to work out whether you were testing face or proxy camping (which have different strategies on the survivor end, as I'm sure you are aware, and are seen as distinct types of play by BHVR)
5. Again, I'm not trying to paint you in any light, I don't know you. What I am critical of is the data being presented, as I don't feel it's complete, and now it seems it wasn't even testing the scenario mentioned in the OP (tbf, neither was the OP)
6. Quick note, I've seen your justification and I disagree. A DC isn't a kill. It doesn't take the same time and shouldn't count the same, in my view. A DC is a DC.
Yes, I see so many people dcing after they opened the doors and not escape. And I see a lot standing at the hatch and dc
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@AngyKiller said:
I heard this just yesterday or so.
It's this mindset from Survivors that Killers are toxic if they play to win. Or toxic they don't let the last Survivor go.
It's this mindset that Killers are supposed to think of Survivor fun, and play accordingly.
It's this mindset that Killers are to be shamed (called 'sweaty' and, of course 'toxic') if they don't put Survivors, THEIR OPPONENTS, first.
But you know what? It never works in reverse. I've never seen someone say 'You don't NEED a 4E!'.
I've never seen Survivors give the Killer a kill if they're all going to escape.
I've never seen Survivors shamed for playing for a 4E, or not thinking of Killers feelings.
It's a BS double-standard that underlies a large part of the community: That Killers are responsible for Survivor fun. That Killers can try 'too hard'. That Killers are supposed to give up Kills (and thus BP), because Survivors demand it.
You can see it in anti-camping threads; Whatever valid points there are, there is ALSO this reasoning of 'This person is being removed from the game, and that's unfair'. Except...The Killer's whole goal is to remove people from the game? That's the risk in a PvP game with no respawning?
This is the ONLY PvP game I've ever seen where people say it's unfair if they lose too fast.
You don't see people in a battle royale saying 'I died too fast because everyone found a gun first! So unfair! The last people to find guns should be immune to damage so they can have fun!'
Now, I'm not saying camping is not an issue. I'm saying that one line of reasoning is flawed, and based on this double-standard thought of 'Killers are being mean/unfair if they do their goal before I want to lose'.
Let me run over a few matches that show just why I'm very nearly burned out with this game and this double-standard. These are games I have actually had:
Example 1:
I try to 3 hook everyone. Hell, I don't really try to kill so much as I just play to have fun and get BP.
Survivors twerk at pallets. Clicky-click flashlights. Twerk at the exit gates.
End game chat: GGEZ noob! You suck! Baby killer! Uninstall scrub!
Example 2 (Before Hatch changes):
I play to 2 hook people. Turns out; 2 Solo's and a 2-man SWF. SWF does not save solos. Solos die pretty quick.
I hook 1 of the SWF. His buddy says 'I found hatch.' SWF 1 dies on hook ASAP while I'm looking for SWF 2, just jumps into hatch the picosecond it opens.
SWF 1 & 2: Noob scrub! Could not get a 4K! Why are you playing?
Me: You only got away due to sitting on the hatch.
SWF 2: So? That's because you suck! Uninstall, scrub!
Example 3:
I just try to kill. Not facecamping, but I stay near a hook if I know someone is nearby. I'm not giving any quarter. I get a 4K.
Survivors: Freaking sweat harder! We got 2 gens done! Scrub! Ever hear of giving hatch!? I was not struggling because I expected you to carry me to the hatch! Sweatlord!
It's this raging flood of toxicity. Try too little? Insults. Try too hard? Insults, coupled with this feeling of being entitled to an escape because 'something, something, fair play'.
But that fair play only goes one direction. And gets treated like a golden rule.
Many Survivors EXPECT this preferential treatment, and combust if they don't get it. Hell, I was playing in an SWF with a friend once, and we were insulting each other if we got hit, and even lying about where the Killer was to prank each other. We were not trying, at all.
My friend STILL exploded when he was the last kill, and the Killer did not give him hatch. Not in chat; he just started swearing over the mic. It was just built into him to expect it. I don't think it ever occurred to him that he would NOT get the hatch. Like, he seemed to think it was his reward for being the last Survivor.
I guess, what my point is (I'm bad at communicating), is that there's this flood of toxic thought in this game. And yes; it goes both ways. I'm not saying it does not. I'm not saying it's this 'us vs them' problem.
But it's compounded with this almost casual idea baked into many people now that Killers are supposed to cater to Survivors:
Don't kill too fast; that's not fair!
Don't camp; that's mean!
Be a good sport & don't go for that 4K; that's being a tryhard!
Don't play Killers we think are OP/toxic! (Known on the forums as 'I Disconnect when I see <x Killer>')
It's never:
Stop popping gens; the Killer only has 1 hook!
Don't 4E; that's being a tryhard!
Don't bring 16 meta perks; that's mean!
Sometimes, I want to just tell my friends that I'd rather stick toothpicks under my fingernails instead of play anymore. The toxicity just eats away at any goodwill either side attempts.
I always let the killer kill me if he plays fair and he don’t get at least 1 kill
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I have 4.500 hours as surv in this game. When I play against killers that only get 2 or 3 hooks during the match I know he is using noed. Noed is the reason why trash killers with 100 hours play against me. So yes, noed is not a balanced perk and should be changed or removed
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Sometimes If the killer tunnels the first surv I chase him and point to the hook so he could kill me. He wants an easy game and I give it to him
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@Labrac said:
I never understood this "punishing for spamming the saw". Any survivor with more than two braincells knows how to counter a Billy who just revs at every opportunity. But maybe the nerf was based on the ones with 0 or 1.
Any killer with 2 or more brain cells can do well with this killer. Perhaps killers with 0-1 are those who write here
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@The_Medicine_Man said:
https://forum.deadbydaylight.com/en/discussion/comment/2719875#Comment_2719875
Well let's have them nerf everything killers have. Then people will stop playing killer and we can finally have some change in this game. It'll be fun to see what they're gonna do when that happens.
I’m not against playing with bot killers. Better than campers and tunnelers
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@WaveyTrey said:
I’ll say it 1000 times…Make. Mori. BASEKIT.
Killers forfeit the BPs they would’ve gotten from that person. That way petty killers D-Rank from Mori’ing too much. Toxic survivors get stomped for being too unsporting. Meaning survs will off themselves on hook to avoid getting Mori’d. They can only be toxic to the team that they abandoned now. On top of a 5 min time out.
Only Myers and P.Head can “Mori” without losing out because that’s their gimmick. Then update Mori rituals so that The Entity is cool with what the your killer is about to do. You basically keep your BPs from the Mori via the ritual. With everything survs have it’ll be difficult anyway. Survs sweat harder when it’s Mori time. It’s not busted at all because Pyramid can Mori freely, and easily. It’s not difficult to make death phase players step in his Chili.
Agree if they make keys basekit also
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@BenihimeWrath said:
How come these two perks are treated so differently despite the fact they are basically the same perk? Both are straight line dashes for extra distance. However killers are only allowed a measly 5 per game, and those 5 tokens are at the complete mercy of the survivors to give you? Imagine if survivors had to be in chase with a killer for 60 seconds in order to get their exhaustion back, there would be a complete meltdown of society on the forums.
Honestly that bug where you would get 5 stacks per gen pop seems a lot closer to what coup de grace SHOULD be. Personally I would just switch its activation to hooks, at least you'd possibly get 11 uses out of it.
Imagine the meltdown if bloodlust affect survs and doesn’t affect killers.
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@CyberDragoon656 said:
Camping is not going away and if somehow it does there better be a compromise since survivors will abuse it
Yes, because killers don’t abuse it
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2717956#Comment_2717956
Technically yes, but not equally guilty. There are levels.
I often see killers who are conscious about tunnelling and camping (i.e. avoiding it deliberately). I've yet to come across any survivors who even acknowledge faults on their side, let alone play to avoid it.
I often see killers giving hatch and escapes, just for the sake of it. I very rarely see survivors giving the killers any free hooks, even for bbq stacks when everyone's chucked in cakes, etc - not saying it never happens, but it's an exceptionally rare event.
Almost every time a new killer comes out, we see the survivors crying that they're OP somehow... they have no counter-play, blah blah blah. Yet when survivor perks are released that are OP and literally have no counter-play (boon totems... grants everyone healing, at double speed, and an indicator so all survivors can see where to go, all in one perk that one survivor can carry, which the killer has to somehow find and divert themselves away to stamp out, for it to only be relit again), then they're quiet. And many will go as far as to say that it's fine... on top of DS, BT, and all the other 2nd chance perks they need.
The two sides are not the same.
Years ago about 1/5 killers give you the hatch. Now it’s about 1/100 or less
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2718773#Comment_2718773
This is the easiest way to gain MMR so that you can get destroyed even more
Then tou can come here to cry like 90% of killers here
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2718912#Comment_2718912
If they try to win, we can try to win. What's wrong about that?
He is not really angry about how they played, just their response.
What can survs can do to get 4 escapes if you have 8 hooks and no gens done yet? But killers can facecamp to get at least 2 kills. And you want survs to thank you because you can facecamp them?
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@NOEDENJOYER said:
I'm a killer main, and I generally enjoy the role, however, I just played a match against a TTV that made me beyond frustrated that I immediately switched to survivor after only one match.
For context, this is a TTV in a 4-man SWF, I entered their chat, said my pleasantries and proceeded to load into the match. I'm Demogorgon, and we loaded into Haddonfield. So I already know that I'm not going to have a pleasant experience. For the entirety of the game, the survivors were very efficient, splitting up, doing gens, holding W incredibly early (which on Haddonfield.. bruh), body blocking for each other, using COH. Fine, all of these things can be frustrating for me as the killer, but the survivors should do these things, it helps them survive, naturally.
However, because of the nature of the map and how the survivors are playing, along with the fact that I'm Demogorgon with trash perks (Spies from the shadows, jolt, bitter murmur, BBQ) against their meta perks, I can't win by playing ''fair and nice'' as they put it. It's taking too long to down people because they're holding W on a survivor-sided map, so to apply pressure, I decide to camp hooks more and patrol. By doing this, I squeezed a 3K out, and yes, it wasn't interesting and I could tell it wasn't fun for them, but I did it anyway, because I wasn't going to allow myself to have 2-3 chases with zero kills by the time all the generators are done.
Load into the post-game chat, of course, everyone is salty, upset, toxic, and telling me that I face camped every hook and that I shouldn't have bothered to ''GL & HF'' in their stream if I was going to do that. I explained my position, got practically ignored with my reasoning and then told that I shouldn't face camp because X Y Z reason that wasn't even valid in a debate and that if I can't win without camping, that I should just accept my lose.
It's the sense of entitlement and double standards that makes me hate playing killer. Survivors expect killers to not play at their most efficient when they do so themselves, and that the killer merely exists for their pleasure and enjoyment. Forget about the killers enjoyment right? Let's bring COH, Haddonfield, Hold W extra early, meta perks, 4-man SWF with comms and then expect the killer to accept the bullying and loss.
Honestly, just have more sympathy for killers (and for the other side in general).
YEs, you camped them and they should have sympathize for you because you deserved the 4k
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2718684#Comment_2718684
I´m not trying to counter anything. I simply asked why killers apparently "deserve" punishment.
What i´d like the other survivors to do? Well, as i already said, totems (to prevent NOED), chests or some kind of interaction with the killer. Because both sides profit from interacting with each other (at least points wise).
Camping the killer: camping or better yet face camping is often regarded as the killer standing still in front of the hook. Now camping the killer is exactly the same. Survivors standing in proximity to the camping killer. Also motionless and waiting for him to leave. I even posted some screenshots about survivors that wasted a whole gen by simply standing in proximity to a camping killer. Instead of like, you know, do gens.
Which btw is a weird behavior. Since you yourself said, survivors have little to do apart from gens. This behavior suddenly stops when the killer camps. Thus rewarding the killer for camping.
I firmly believe that the biggest part of camping killers would simply stop or at least reduce camping, once they would only get 1 kill from it. But since survivors reward the killer by not doing what they usually do when the killer doesn´t camp (gens). It turns into a habit. Because a killer that gets more kills by camping than by playing without camps, will stick to that playstyle. Simply because it works.
So far nobody has brought up any good arguments on WHY killers should be punished. Therefore i propose something else. Reward killers for not camping.
The easiest solution that comes to my mind would be to simply upgrade BBQ: Once the killer has hooked everyone once, the killer can get another 4 stacks by hooking every survivor a second time. Resulting in a possible bonus of 200%. While the devs are on it, they could also upgrade WGLF. Now of course, the amount of stacks and the way stacks are gained would have to be updated. How about 2 stacks for a unhook and 1 stack for protection hits, cleansing/booning a totem? Which still results in 8 possible stacks for a bonus of 200%.
qe can do the same for solos. If you play solo you gain 500% more bps. And if you play swf you only get 100%, as usual. This would incentívate play solo
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some people play killer because they need to feel powerful in a video game, probably because of a powerless life. Nadir you’re denying it they get mad
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@Johann84 said:
This game is survivor sided, the only fun side to play is survivor. Where you can do mistakes and get away with it. Killers do 1 mistake and its game over. With the introduction of boon totems its almost impossible to win as killer. Hit validation is an insult where u get the hit but it does not even register. Even low rank survivors have an easy time to win. GG Behavior you have ######### up your game
When you day it’s game over for killers...are you saying it’s 0k? Or it’s not 4k?
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@deKlaw_04 said:
No one likes to be camped tho, In the end game it’s fine
Camping at the egc is the same as a basekit key for survs to ensure 1 escape
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2717871#Comment_2717871
Ah yes, that 'free' 2K, where the Killer never had to find, chase, hit, chase, hit, pick up (being aware of attempted pallet or flashlight saves), and carry to a hook that may or may not be sabo'd.
Is that the 'free 2k' the one you are talking about? Because to anyone not biased; that does not look 'free'.
The way biased Survivors scream about it; a Killer just has to say 'I wanna camp' into his microphone and, magically, 2 Survivors teleport onto hooks.
'Free 2K' rofl. What tripe.
Yes, because find the first surv and hit him is so difficult. Something 4 survs escape and I didn’t see anyone. Only semigod people can do it